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  1. #351
    HorTyS's Avatar Senior Member
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    Great list wildcassowary, can't say i disagree with much of it. I'm definitely with you on bringing in a bit more brutality to overall combat and making leveling / skill point acquisition XP based again. Gaining levels through only pick ups and challenges was lame AF. I do like the challenges, but I think rather than unlocking the points themselves, they should just reward large chunks of XP that would contribute to your next level. I also like the idea of weapon maintenance similar to RDR2. I felt like that game handled it very well where it wasn't overly punishing but it was noticeable and it was quite quick and simple to rectify poor weapon condition.
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  2. #352
    Good that, being in rural areas, Far Cry 5 was not overloaded with country music.

    I think Far Cry 6 shouldn't be overloaded with certain type of music as well.

    For example, too much african music - european and asian ear are not preapared for it.
    Too much hip-hop or reggaeton - not everyone will like it.

    There should be mixture of many styles.

    For me, first of all, music shouldn't be repulsive and shouting.


    Some classic composition, popular among all latin american countries, can also be in the game.
    For instance, like Hugo Blanco's "Un padre nuestro en la playa" (Our farther on the beach)




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  3. #353
    Ol Barakus's Avatar Far Cry 3 Elite Member
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    Its probably already been mentioned, but i would love some sort of asset store, for use in the editor. Kind of like the steam workshop. Also make this available to console, or transfer via usb stick.

    With generic shapes, id love to be able to scale them up or down, add holes for windows etc, and colour multiple pieces at a time (i didnt complete many maps because of this...its a chore).

    Please make the MP (PVP) less cheesy, as in weapons have an effective range. No more getting "one-shot headshot by SMG spray from 100m". Headshot needs a multiplier, not one shot to kill at any range (except of course sniper rifle).
    Damage model, like head, upper chest, stomach, and extremities.

    Feeling optimistic about the game once again, cannot wait to get into the awesome editor, and really hope they give us a MP experience that complements it
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  4. #354
    KrayZee_'s Avatar Senior Member
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    I already added scaling and adding holes for generic shapes in the main post, Ol Bakarus. I don't think there should be an 'asset store' if it involves money, but a workshop would be great so long as everything is free.
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  5. #355
    Ol Barakus's Avatar Far Cry 3 Elite Member
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    I apologise, and absolutely agree about the workshop being free.
    I actually didnt scroll down far enough in your first post, to see that it had MP/editor elements.

    Fine list mate, everythings legit...except all the editor/MP should be at the top
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  6. #356
    It's so happened, by destinies or by other circumstances, that two cities have similar buildings....

    Developers, may be somehow to play it?

    Analogy, hints...


    May be even to add some famous characters?
    Just for fun.




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  7. #357





    I think we should have ability to hijack a plane in the game!

    On the fly. In open world.


    We should have ability to fly up to the plane or helicopter, neutralize enemies there, and take it over.
    We can use wingsuit for that. Electric wingsuit or jet pack.

    It would be good, for example, then, to lead that plane on the enemy's outpost.
    To lead and to jump out of a plane on approach.
    Jump out using parachute or wingsuit.

    The plane must crash into the outpost causing destruction, explosions and fire.

    But it shouldn't lead to - "Outpost liberated."

    We should finish off the enemies in the midst of fire and explosions.
    It would be epic.

    But this all should be part of the open world!


    Don't let us liberate outpost using plane or helicopter from above!
    It will make the game easy.

    There should be RPGists in the outposts or some Air Defense.
    Or Anit-Aicraft System.



    We can hijack plane.....something like it was in one of Far Cry 4 mission.
    Something in between that mission + vehicle takedown.

    (I've expanded a bit)







    Some air convoy neutralization in one of future Far Cry would be good, I think.
    Chasing and jumping from plane to plane....in open world.

    Such thing as Air Convoy should be taken into consideration by developers.
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  8. #358
    That mega *****-slap enemies in FCND deliver when they catch fire- I wish to see NO MORE. It's horrible, making the Flamethrower perk point challenge even more annoying. Well I don't really like any weapon challenge, as they lock you to weapons you don't like to use. Why? Because the more perk points you get as fast as possible, the more efficient a hero you get to be for all those civilians in constant need of assistance etc.

    In a way I hope ubisoft go back to FC2 abit by abandoning the skill point system alltogether- focusing on designing protagonist maneuvring, melee combat, gunplay and enemy AI in a way so that GAMEPLAY rather than SKILLPOINTS gives meaning to engaging with enemies.
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  9. #359
    HorTyS's Avatar Senior Member
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    While I agree that obtaining perk / skill points through challenges was a structure I hope to see abandoned I did actually kind of like the challenges in most cases. I'd like to see them return to an XP based progression system but combine it with challenges. Retain the challenges themselves, but have them reward larger pools of XP rather than the skill unlocks themselves. I do however enjoy the skills as it instills a sense of progression to your character and the game.
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  10. #360
    Well it instills ~a form~ of progression, OR chops up the entirety of it.. I think immersion, thus sense of progression takes a beating for every reason the player gets to pause real time gameplay- whether it is for a musak filled map menu, backpack menu or skill tree menu. This ties into what was mentioned way earlier in this thread about the real time map management of FC2, how it kept the player invested in the gameworld even when not interacting with it directly. I think an absent skill point system will do something similar to gameplay progression in that regard, in leaving the player to focus more on GAMEPLAY progression, immersing him further yet into the game mechanics and the gameworld- while even urging the game designers to further polish on the implementation and variation of animations that otherwise restrict protagonist actions.

    Less could be more in some funny way.
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